Hey everyone, Xethik here with some lists and tactics. A lot of people have questioned why I don't use multiple Land Raiders in my Grey Knight armies. While I can't really answer that too much other than it is a personal preference, I want to go into some pros and cons with many Land Raiders and then I'll put down some army lists, each followed by tactics for these lists. These lists are not perfect, so if you have any criticism for them, please let me know.
So, first off I want to get into the pros and cons of a single Land Raider.
Pros:

Power of the Machine Spirit means you can fire one additional weapon and this additional firing can be at a different target from the rest of the weapons

Units that disembark can assault even if the Land Raider has moved.

Their high armor on all sides makes them difficult to take out and can easily grant cover to nearby units

Cons:

They are very expensive with a starting cost of 250

One lucky shot can take away 250+ points from you

Their large size makes it very difficult to get a cover save or hide from weapons. In addition, squeezing through terrain with such a large vehicle can be difficult

As you can see, there are a lot of reasons to take a Land Raider. They can fulfill almost any role (protecting weak units, killing tanks, killing hordes of infantry, pushing forward assault units) but their hefty cost does cause some problems with trying to fit three in a list. It is not impossible and many Land Raiders in a list can prove very competitive, but their are some other pros and cons that should be gone into that only really exist when taking many Land Raiders.
Pros:

Target redundancy makes it so that losing one Land Raider won't be the end of your game

Land Raiders can grant each other cover saves, making it even more difficult to wipe out Land Raiders in groups

Majority of your army will be protected by these multiple Land Raiders

Cons:

Taking so many Land Raiders takes points away from the rest of your army, meaning without the Land Raiders your army will probably collapse

At lower point games, it is almost if not impossible to fit three or sometimes two Land Raiders in

Some opponents will claim tri-land raider lists cheesy or rate you low on sportsmanship, sadly

An army ready for a list like this will easily mop up your army. A lot of the current armies (Imperial Guard especially) have lots of high strength weapons or meltaguns to deal with Land Raiders

It can take only one shot to wreck or explode a Land Raider, losing a ton of points on something that might have done absolutely nothing. With multiple Land Raiders, this becomes even more painful

Now I know that most of those cons are really just some of the above ones expanded, but with an army taking so many Land Raiders, the cons are extremely amplified while the pros start to diminish as the units you are protecting with them are weaker and suddenly your opponent has much less to think about.

Well, now that I've said all of that, there are still reasons for multiple Land Raider lists. They can play out well and can be fun to play. Other might find them completely unfun to play with or against, but that is really up to you. Anyways, I'll start with a pretty basic multiple Land Raider list and we'll take it apart.

So, this army is pretty small and compact. You have a "Deathstar" unit that is capable on completely wiping out any non-Deathstar units that go into the Land Raider Crusader. Then you have 3 other squads that can either sit outside of the Land Raiders and provide supporting fire or have a couple hop in and have one squad objective hug in the back. This list can really be played in two ways. The first way is to march everything forward at your opponent in an Alpha Strike, trying to blast away majority of his forces making a counter-attack that much more difficult and throw your Terminators in to mop up any troops with Power Armor Knights supporting them. The second way is more of a castle-tactic, sitting in the back with your "standard" Land Raiders with squads outside laying down as much supportive fire as possible and either pull your Crusader to the side with Terminators to pull off units to weaken the incoming force at your main army or attempt to cut down a flank of your opponents army with powerful close-combat and moderate shooting or to stick with your main force for a very powerful counter-attack squad. How you play depends who you play against. Obviously a long ranged Imperial Guard or Tau army will simply laugh at any attempt to force them to get close and you don't want to charge headlong at a World Eaters Chaos Space Marine army.

This is very similar to the previous list but is much more defensive oriented. Same as above for the castling up strategy, except you now have a Dreadnought instead of a Crusader Land Raider, stronger Grey Knight squads, a weaker Terminator squad, and Stormtroopers in a Rhino with Meltaguns. You could forego the Rhino on the Stormtroopers and instead beef up your Grey Knight squads and instead put them in one of the Land Raiders. Either way, the Stormtroopers wait in a transport for some heavy armor or powerful monstrous creature to get close and jump out (possibly move the transport forward first if you really don't want the unit getting close to your main line) and try to meltagun it to death. Hopefully it will be at least immobilized and you can try to focus the rest of your anti-armor (Lascannons) at weaker transports or big monstrous creatures. Use your Terminators and Power Armor to mop up with a counter-assault and put them inside a Land Raider if they get weak to protect the kill point/make your Land Raider scoring. If your enemy hangs back himself, you will probably want to try to charge head-on at them or reserve. I'm not sure if this force would work all too well against heavy long-range shooting armies, but they are considered the strongest in the game right now so don't be too upset if you get stomped. Try to shake everything you can and keep pressure.

This army is... more or a less a joke army. I do not think it could be competitive at all, but it could be pretty funny. Alpha strike would be the key as you would drive your Land Raiders and rhinos forward and pop smoke and try to get cover saves where you can. Next turn move even closer and disembark and shoot meltas into targets, fire bolters wherever, etc. Put your Terminators in the assault and cut down everything until you wipe them out or they wipe you out. Again, not very viable but it seems fun. If you don't win first turn or your opponent reserves everything, you could end up not doing too much.

An allies twist to the heavy Terminator/Land Raider list. The allies give some much needed long-range fire power to your force and some Chimeras for your Stormtroopers and Inquisitor. The bulky squads can be combined or separated and can hang (and probably will) back in your deployment area to hug objectives and keep sustained fire. Don't be afraid to go to ground with the Imperial Guard shooting to try to keep them alive another turn or two, especially if they fire Strength 6 or higher weapons at your Heavy Weapon squads. Drive the Terminators and Stormtroopers/Platoon Command Squad at your opponents face and provide supporting fire with Inquisitor/retinue and Guardmen. If you want, you can drop a couple Terminators for a Commissar or Meltabombs/power weapons on Sergeants to keep enemies out of the mess of guardsmen. Either way, I think this could be a really competitive list, but I don't have the models to give it a try. Anyone out there every try something like this? Was it fun? Did it work well? Again, please leave comments for criticism or personal experiences.

Alright, so that is it for this post. I hope this brought some insight to dual/triple Land Raider lists and how to use them. I'll try to make a post next that goes into a bit more detail on what exactly it is to "castle" up and when to do it. I also want to give another thanks to all the readers supporting the blog. Tell your friends, the more followers the better!